Guild Wars 2 Wiki Guide

Twilight Arbor : Aetherblade path

The first obstacle you come to involves luring oozes to a door across the room with fire obstacles and lava elementals in your path. Two members of the party will need to interact with nectar dispensers to get ooze pheromones so the oozes will follow them. Two oozes will spawn on either side of the room and two ooze lurers will need to kite them to the door. The lava elementals will attack the oozes so the rest of the party should kill the lava elementals to keep the path clear. Both party members who are luring oozes must reach the end at roughly the same time or the progress will reset. A good tactic would be to have three party members with the strongest AoE kite and tank all of the elementals to the door ahead of time. These kiters should wait until the lurers have attracted the oozes to attack the elementals - that way, the paths will be clear and the elementals occupied as the lurers start their paths and any elementals killed will respawn at the beginning of the paths which the oozes have already gone through.

During this fight, Slick will put pools of oil on the ground which damage and cripple players who stand in or walk through it. Also, for each pool of oil on the ground, the party will receive a stack of an uncleansable debuff, poison mist, that deals approximately 200 damage per second, stacking in intensity. To reduce the stacks of poison mist affecting the party, the player with the pheromone effect will need to lure the ooze to the pools of oil. The ooze will absorb the oil, reducing the stacks of poison mist on the party. The pheromone effect will be randomly given to a player for a short period of time and will then be applied, randomly, to another player. There is also a plant on the east side of the area that players can interact with to gain the pheromone effect.

Sparki deals high fire damage and causes burning and she will periodically spin, throwing many fire projectiles in all directions. Sparki also ignites the pools of oil put down by Slick, doing more damage to players who stand in or walk through the pools. However, a burning pool of oil still contributes to the stacks of poison mist on the party, but can also be absorbed by the ooze.

Once one of the bosses is dead, the other will become enraged. Slick will produce two pools of oil at a time and Sparki will increase her damage output. Slick has more health than Sparki, while Sparki does more damage than Slick. However, the poison mist debuff can quickly overwhelm a party, especially if Slick becomes enraged. Therefore, the best strategy is to focus on Slick first, while the player with the pheromone effect lures the ooze to the pools of oil, keeping poison mist off of the party. Once Slick has been killed, Sparki will become enraged and do more damage, but it is usually single-target damage and is much more manageable than the party-wide degeneration provided by Slick.

The first thing you'll see when coming into the hangar area is a very large group of Aetherblades. You'll need to carefully pull them over to a corner and thin their numbers before engaging the boss proper. Make sure you also take out the Steam Watcher patrolling the area, as it summons more Aetherblades while it sounds its alarm.

Once you've cleared enough of them, you can pull Spur himself. Spur is a pure melee fighter, however, he'll periodically throw electric axes on the ground to create small damage areas. He also likes to constrict the fighting area by creating a barrier that causes knockback and cripple when trying to cross it. His most dangerous move is his Whirlwind attack, as he moves very quickly towards his target. Anyone caught in the attack will be knocked down repeatedly and dragged along his trajectory, suffering heavy damage and almost guaranteeing a downed state. The best way to avoid this move is to roll quickly out of the way as he starts it up (he has a noticeable start up animation). Applying cripple and chill can also slow his movement speed to allow more time to get out of the way. Damage reduction abilities such as Death Shroud and Endure Pain can reduce the punishment you receive if you get caught, while some shieldskills can block the attacks, and stability can help prevent you from getting caught in the vacuum and give you a chance to roll away.

The best strategy is to have the party spread out in a small radius and attack him from a small range, whilst avoiding his damage areas and Whirlwind. A class using a melee build with a lot of defensive skills can also help tank him and keep him in place as long as they roll away from the Whirlwind. At low health, Spur will start throwing more axes onto the ground, further limiting player movement. You'll need to burn him fast at this point before the party gets overwhelmed and starts dropping one by one.

All players will be locked into a small room with a tiled floor consisting of electric panels. The first goal of this room is to activate four trigger panels near the corners of the room. The triggers must be activated one at a time, each marked by a blue symbol hovering over it. Touching an electrified panel will cause the player to suffer a debuff, knocking them back if they attempt to activate the next trigger. Using stability, a player may stay on the trigger, but it will not activate unless they wait for the debuff to wear off, jump off, then jump back on. Skills which grant invulnerability may be used to run across the electrified tiles without suffering from the debuff. Once all four triggers are activated, one player must stand on each to generate a hologram. The hologram must be pulled to the door panel and killed nearby. The resulting explosion will disable the security system and allow the players to progress. Note that dying to the electric tiles will not damage armor, and the defeated player will be teleported to a safe location to allow the party to res.

This boss' main attacks include an AoE attack in front of him for massive damage and a ranged attack where he throws cogs of blades at the players that spin in place on the ground, dealing very high damage to every player around them. If a player goes down to one of these spinning cogs, he will quickly become defeated, and the party will be unable to revive him until the cog disappears. The Clockheart will also occasionally throw a player who comes within his reach, often times into the electrified center of the room, which can result in a player being quickly killed and put in a position that is impossible to revive them at.

Periodically, the Clockheart will put up Aetherized Shielding, a shield which makes him invulnerable to all sources of damage. Once he puts up this shield, he will gain another effect that gains 1 stack every second. This effect will become fully charged at 30 stacks (30 seconds), at which point he can discharge the effect in 5 waves of a massive AoE attack that spans the entire room. This attack can easily wipe a party as each wave deals very high damage and knocks down the players. The waves of this attack can be dodged, if timed correctly, but the waves come very quickly and players do not have enough energy to dodge every wave. In order for players to disrupt the Clockheart's Aetherized Shielding and, consequently, his building charges, they will need to destroy an Aetherblade hologram, which spawn periodically around the room, near the Clockheart, causing it to explode, removing the shield.

Occasionally, the floor will become electrified, dealing damage to all players standing on the floor. During this time, in order to avoid damage, players will need to stand on the raised platforms. The center of the room is also electrified and damages any player entering the center area.

The best strategy for this fight is to stay close to the Clockheart to keep him from using his ranged attack, while standing behind him to avoid his frontal AoE attack. Players can also dodge this attack as it is easy to spot: the Clockheart will raise his arms in the air and then slam them down on the ground. When the Clockheart puts up his shield, it is best for one player to aggro an Aetherblade hologram and pull it to the Clockheart. Once the hologram reaches the Clockheart, all players attack and destroy it, removing the Clockheart's shield. Skills such as Scorpion Wire and Spectral Grasp are very useful for this. If the players are unsuccessful at pulling a hologram to the Clockheart before he has 30 charges, it is still possible to disrupt this attack by destroying a hologram near him before he discharges his attack. If the Clockheart does discharge his attack, all players should attempt to dodge the first 2 waves of the attack. Once 1 wave strikes a player, he will be knocked down and will be unable to dodge any further waves. Skills which allow a player to evade attacks can be used to dodge additional waves. Stability will keep the player from being knocked down but still take damage while other effects like Endure Pain will prevent the player from being damaged. Making sure the Clockheart's back is against the wall can also prevent players from being thrown into the center of the room, since he always throws his targets behind him.